Goknar Engine is -and will be forever- an open source game engine project. I have been developing it for multiple use cases. My main purpose is to develop a game engine capable of developing a wide range of game genres with it, from RTS to FPS. My other main purpose is to make it cross-platform, and runnable on all Linux, Windows, and Macintosh based systems including consoles.
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In order to be able to run the engine, you need to clone submodules as well.
git clone https://github.com/emrebarisc/GoknarEngine.git --recurse-submodules -
Goknar folder is for engine source and GameProject folder is for game projects.
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You can see older projects(They may not work due to the changes I made to the engine.) or the current project settings(Always works since I test my works with this settings). You can go through the projects to make your own.
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I have written a shell script(GameProject/Build.sh) which takes care of the build operations. It takes debug/release, run, clean commands as argument
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If you are on a Linux or a Mac based machine, enter the GameProject folder, and type
./Build.sh debug runusing the terminal for debug build and running the GameProject after the build ends. If you want a release build, then change debug with release -
If you are on a Windows machine, run command will do nothing and
./Build.sh debugor./Build.sh releasecommands will only create Visual Studio files. In such a case, enter the corresponding build folder(Build_Debug or Build_Release), and open Visual Studio by running GameProject.sln. In Visual Studio, you should set GameProject as the startup project, and you are good to run the project afterwards. -
After build is done and GameProject is opened, you will be seeing a scene where I test the engine.
This engine is capable of:
- Reading FBX objects, XML and image files
- Rendering static, dynamic and skeletal meshes
- Rendering with deferred and forward pipeline
- Shading with 3 different light sources(Directional, point and spot)
- Shadows mapping for all three light sources
- Rigidbody physics and collision/overlapping events(Bullet Physics)
TODOs:
- Implementing an audio engine(Most probably OpenAL or SoLoud will be integrated)
- And tons of other things(Frustum and occlusion culling, multi-threading etc.)
I hope you will enjoy while analyzing or using the engine. Feel free to write anything about the engine in the Discussion part!

